Great work guys. I hope a lot of underplayed maps get more played this way.
Best posts made by H-master
Add the Bismarck dreadnought, from the Blackops mod to the game.
@freemp said in Make the tactical missile from the t3 submarines more usefull:
Personally I wouldn't change the "nuke behavior" of the subs. I think it is nice the way it is (even though I understand the logic behind this proposition).
I would only make the tml play a more active role in the gameplay. Today, they are almost exclusively used for nuke purposes, people always disable their tml ability to keep them stealth (making their tml obviously useless). I wouldn't see this change as making the sub more powerful as you would either use the sub for nuke launch (in this case you would reasonably not use the tml to keep the stealth behavior), or you would use it as a tml platform, never both for all practical purposes.
I believe this enhancement could really be beneficial: it would give you a choice in using your t3 subs: surprize nuke or sneaky tml. It could enrich the gameplay and lead to more interesting "behind the line" attacks. Their tml are today too weak to make anyone reasonably use the sneaky tml option.
Of course all this requires a wise decision about how to change the tml behavior. This would have to be discussed in further details.
Burst mode sounds like an interesting option as well. Especially if it looks like it does on this old Gamespy screenshot:
Link to the article here.
On the list there is Madness -6-with the comment:
"Spawns are not odd-even + terrain issues in the middle of the map."
This is one of my maps. I've just uploaded a new version to fix this.
- Spawns are odd vs even now
- Middle heightmap has been redone so there shouldn't be any terrain issues anymore. There is a lot more building space now.
- In addition, some textures and decals have been placed on the main mountains, to give a visual clue to where the edge of the mountain is.
On the Discord channel, I also submitted another map: Madness -2-.
Changes for that map are:
- Lighting and textures have been redone to make the map darker
- A pool has been placed on the main island as a place for commanders to hide with low HP
- Some mex spots on the main island have been placed closer to sea, to promote naval play of main island players
- A couple of decals have been placed
Please send me a PM on these forums if you have comments.
When groundfire is the solution, you might as well put it above water.
The idea of the unit being underwater imo is that you can't hit it with surface weapons.
Perhaps place it above water and give it stealth and or cloak. Then you still have the ambush element while not being a pain to deal with.
Got some friends to buy FA during a Steam Sale. The problem is, I can't get them to actually play the game
Only a couple of times they gave the game a half-baked chance.
My question is, what's in your experience the best way to get them hooked? Especially when the person in question isn't willing to spend a lot of time trying FAF.
Campaign or vs AI is pretty boring, because you miss the thrill of a human opponent. On the other hand, if I bring them online, they will get beated by a -100 for sure.
@bulliednoob said in What would get you to play maps other than Dual Gap/Astro Crater?:
@h-master I consider Dual Gap an interesting and dynamic map in the sense that many different strategies can lead to victory. As opposed to most other maps, Dual Gap does not have a defined meta. Ask a group of random Dual Gap players their favourite playstyle, and you'll be surprised with the variety in their responses that aren't simply ecoing up. If the players co-operate, they can easily beat the "stale Dual Gap eco meta" with quick T2 air plays into the main bases. Furthermore, strat rush, nuke rush, notha rush and t3 arty rush are examples of more strategies that can be found on Dual Gap. Not only this, but standard land pushes through middle (which can be done in many different ways) have shown to be exceedingly successful, along with attempting to attain naval domination and destroying the turtle bases from the sea.
Compare this to the generic t1/t2 spam + gun ACU gameplay you'll find on the more generally "accepted" teamgame maps, like Wonder, Canis, Hilly Plateau, and Pyramid. You'll find that Dual Gap is infinitely more interesting than whatever else everyone plays.
Thanks for sharing. My view of Gap may have been a bit too turtly. I can understand the appeal it has. It has very different gameplay compared to more open maps, but that's what a lot of people prefer apparently.
@dragun101 said in WD #3 - Ridiculous Balance Ideas:
Add the 3 Xbox Exclusive Units and Sera Campaign crystals as buildable units
What are those three units again? UEF had a t3 anti artillery unit if I remember correctly.
Atlantis being able to build air units while moving, would make it more useful.
I know it's an engine limitation, but a workaround exists.
Also, why not make it's torpedo's do much more damage? Than it could do something for it's price.
ICE has been amazing. Multiplayer is way more stable than a couple of years ago.
Latest posts made by H-master
I used to play SupCom on four pc's,
First pc had a E6300.
Second one a E8500 (core2duo)
Third one a 2500k
And now a 13700k.
Even the E6300 managed to run the vanilla game. Finnished all the campaigns on that pc. The e6300 was paired with a GeForce 7600 GS or GT.
In Windows 11, disabling this setting, fixed my issues with a stereo setup:
i7 13700KF - 72
As for the afk problem. Pretty sure there are solutions for that. Maybe a ready box that appears before the game launches?
In general torps feel a bit too strong to me. Cruisers die too fast to them imho.
I have the physical keys of Forged Alliance and the deluxe edition of vanilla Supreme Commander (obviously the UEF edition).
Yes we need them. I am even in favor of a T3 version of them.
I tried everything I could with a USB 3d sound headset. Didn't get it to work. In the end I am using 2 headsets. One for FAF and one for other purposes.
Advanced target priorities. Or is it ranked already?
@captainklutz said in Klutz's Map Emporium:
This is an official statement that all my maps are CC-BY-NC 3.0.
What does this mean?
It means you can remix them, use them for scenarios, change them up, rip the original textures or heightmaps, and use them in your own works, as long as you give me credit (ideally in the map description) and don't make any money from them.
Cool, some really good looking textures/decals in your map. If I use something of your maps I'll make sure to give you the credit in the map description.